yeah i am just taking some time to tweak what i already have done on the current version
i am planning on making the updates monthly or bi-monthly so i'm not killing myself on releasing updates
i am also starting on the outside of the ship background.

i have just gotten a little sidetracked with other things
i am still working on it
just not as vigorously as i was before
but i am still planning on getting the demo done and then trying to get some serious help to finish out the entire game

Good to hear that the project is still going. By the way, if you're looking for some assistance with this project, then might I suggest creating a thread for it over at the Telltale Forums? There's usually a little more action over there than here.

I'd advise against posting such a copyright infringing product on a real game developer's forum. They usually frown on that sort of thing.

Ooh, come to think of it, yeah, that's a good point. I remember a similar project to this was closed down immediately after it was posted in the TTG forums. It was like this project, but it was a 2D, 'old-school' version of Launch of the Screaming Narwhal.

One method you can use to get that MI2 background feel is 'Posterizing' the CMI backgrounds, then adjusting the colours to give it a more saturated, painted feel. It's not perfect, but it's pretty easy to accomplish.

One method you can use to get that MI2 background feel is 'Posterizing' the CMI backgrounds, then adjusting the colours to give it a more saturated, painted feel. It's not perfect, but it's pretty easy to accomplish.

For example:

For one thing, that would require either stretching or cropping, and that wouldn't look quite right; and Lucasarts probably wouldn't be too happy with us if we just used their original backgrounds.
Plus, it gives a better feeling of accomplishment to do it ourselves, but I'm not sure how much I speak for everybody else when I say that. Or for myself, for that matter, considering how little I've actually done. I should probably get to those music arrangements...

For one thing, that would require either stretching or cropping, and that wouldn't look quite right; and Lucasarts probably wouldn't be too happy with us if we just used their original backgrounds.
Plus, it gives a better feeling of accomplishment to do it ourselves, but I'm not sure how much I speak for everybody else when I say that. Or for myself, for that matter, considering how little I've actually done. I should probably get to those music arrangements...

Absolutely, it's totally a question of whether the group wants to redraw the backgrounds, or just focus on recreating the game in a SCUMM interface. Cropping the backgrounds wouldn't really be an issue, since more SCUMM games incorporated scrolling backgrounds that were larger than the viewable window.

Although, I'm not sure the biggest concern with this project is whether Lucasarts would be mad about cropping their background art. (The Guybrush sprites I've seen are combinations of their existing artwork anyway.) If they're going to say no to this project, it'll be at an intellectual property level, not a 'draw your own scumm bar' level.

Scaling the original artwork was already brought up, but the whole point was to make it feel like classic SCUMM. That includes art style. The exaggerated cartoon look, for instance, is one of the things I'd like to see go in a remake like this.

Although, I'm not sure the biggest concern with this project is whether Lucasarts would be mad about cropping their background art. (The Guybrush sprites I've seen are combinations of their existing artwork anyway.) If they're going to say no to this project, it'll be at an intellectual property level, not a 'draw your own scumm bar' level.

I didn't say that they would be mad about cropping their background art, I said they would be mad if we used their background art. Anyway, the easiest way to avoid potential C&Ding is if we do everything for ourselves. Background art, sprites, music, all that stuff.

Okay i know that it has been a really long time since an update
but i finally got to a point where i feel comfortable with what i have accomplished to upload it
so here you go
version 0.0.1
there are several aesthetic changes and a new room
as of now murry and the skeletal arm are automatically outside the ship
because there is no cannon game
but i plan on incorporating it into the next version
which i hope will be out sooner than the last one
gemme some feedbackhttp://www.mediafire.com/?nw3sjkozcyevrsv

Ooh! A new screen, awesome! I'm going to download now, even if it is 11:00 at night .

Edit: Well, after playing, I can honestly say that it was worth the slightly longer wait. The exterior of the ship looks nice, you've done a great job of Murray, and there are some good little pieces of dialogue that weren't in the original game. Only a couple of little niggles, though:

- 'Guards' is still spelled 'gaurds'
- After going outside, and then coming back in, Wally is standing up again. I'm guessing this wasn't intentional?

Apart from these, I have nothing bad to say. Great job and keep up the good work.

I'm currently working on some music for the demo. I've started with the theme song, but if you'd rather I wait to finish that and work on the room music, I could do that instead. I just figured I could start with the theme because I already know it pretty well, and can finish it fairly quickly, but I could switch to doing the music in the opening scene, and get back to the theme later.
What do you think I should do first?

Ooh! A new screen, awesome! I'm going to download now, even if it is 11:00 at night .

Edit: Well, after playing, I can honestly say that it was worth the slightly longer wait. The exterior of the ship looks nice, you've done a great job of Murray, and there are some good little pieces of dialogue that weren't in the original game. Only a couple of little niggles, though:

- 'Guards' is still spelled 'gaurds'
- After going outside, and then coming back in, Wally is standing up again. I'm guessing this wasn't intentional?

Apart from these, I have nothing bad to say. Great job and keep up the good work.

what had you completed when you noticed that wally was sanding up again?

what had you completed when you noticed that wally was sanding up again?

I had:

1. Picked up the ramrod (this was the very first thing that I did)
2. Talked to Wally and made him cry
3. Picked up his hook
4. Walked outside
5. Used the hook on the ramrod
6. Used the gaff to pick up the skeleton arm
7. Walked back inside

And when I walked back in, he was standing up. When I tried to interact with him, Guybrush gave the normal responses that he would have if Wally was on the ground. The only difference was that Wally wasn't in the correct position (the correct position being on the ground, of course).

I'm currently working on some music for the demo. I've started with the theme song, but if you'd rather I wait to finish that and work on the room music, I could do that instead. I just figured I could start with the theme because I already know it pretty well, and can finish it fairly quickly, but I could switch to doing the music in the opening scene, and get back to the theme later.
What do you think I should do first?

my thoughts were that i could still do it but instead of if being a first person thing, when you click on the cannon it shows an animation of guybrush pulling the rope to fire, then showing a side view animation outside the ship showing the cannon firing and depending on how many times you pull determines what happens.

my thoughts were that i could still do it but instead of if being a first person thing, when you click on the cannon it shows an animation of guybrush pulling the rope to fire, then showing a side view animation outside the ship showing the cannon firing and depending on how many times you pull determines what happens.

Yeah, that would work fine. But make sure that you have Guybrush make a comment or something to let the player know that he is intending to shoot the skeletons in the longboats.